in this case its a cannon ball that is launched and the screen will center view on itand follow it till it lands then I have it set to destroy itself, now if the user wantsto fire a new cannonball back from the beginning where the cannon itself is still sitting.

oh and I gave just a glance to your event sheet, and I think there should be easier way to do whatever you are trying to do without writing 65 events manually just to increase Speed.

you could use timer maybe? or maybe there is some way to get current frame. or maybe some math? your starting point is value of 50 at frame 1, you add 5 to speed per every frame. so maybe speed = 50+ Currentframe*5 if there is no built in function to get current frame... you know how many frames are played per second you could use timer maybe. dunno but there must be a way to automate this, otherwise its just cruel

oh and BTW, if you hit space while cannon is in the air, you can "fire" it again. try adding some trigger so player can't use space while ball is in the air

EDIT: I just noticed you painted 60 frame animation for action bar, maybe you could use tiled background instead? you can change height and width of tiled background in construct. you could place 0 width red tiled background on top of "empty" action bar graphics, then increase height of Tiledbackgound while player holds space button, this should create charging up bar effect.